using Ryujinx.Graphics.GAL; namespace Ryujinx.Graphics.Gpu.Image { /// /// Texture binding information. /// This is used for textures that needs to be accessed from shaders. /// struct TextureBindingInfo { /// /// Shader sampler target type. /// public Target Target { get; } /// /// Shader texture handle. /// This is an index into the texture constant buffer. /// public int Handle { get; } /// /// Indicates if the texture is a bindless texture. /// /// /// For those textures, Handle is ignored. /// public bool IsBindless { get; } /// /// Constant buffer slot with the bindless texture handle, for bindless texture. /// public int CbufSlot { get; } /// /// Constant buffer offset of the bindless texture handle, for bindless texture. /// public int CbufOffset { get; } /// /// Constructs the texture binding information structure. /// /// The shader sampler target type /// The shader texture handle (read index into the texture constant buffer) public TextureBindingInfo(Target target, int handle) { Target = target; Handle = handle; IsBindless = false; CbufSlot = 0; CbufOffset = 0; } /// /// Constructs the bindless texture binding information structure. /// /// The shader sampler target type /// Constant buffer slot where the bindless texture handle is located /// Constant buffer offset of the bindless texture handle public TextureBindingInfo(Target target, int cbufSlot, int cbufOffset) { Target = target; Handle = 0; IsBindless = true; CbufSlot = cbufSlot; CbufOffset = cbufOffset; } } }